Search found 409 matches

by ske
Wed Dec 09, 2015 10:18 am
Forum: Releases
Topic: Version 0.12.20
Replies: 32
Views: 49271

Re: Version 0.12.20

I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly. "You have to break a few eggs to make a cake." The problem is, you can't just "implement features one by one" when they require cha...
by ske
Fri Nov 27, 2015 11:55 pm
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 45051

Re: Friday Facts #114 - Better train conditions

I wish building belts, pipes and especially power lines would be the same. Power lines aren't too bad as it is right now. You can even ride a train and plant a new powerline beside the tracks. Belts aren't too bad either, except underground belts, there is no drag and build. Same with underground p...
by ske
Sat Nov 07, 2015 8:48 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 52237

Re: Friday Facts #111 - Long term plans

I'm disappointed about the removal of the space platform plans, but I find it understandable. Still, for a lot less work, I would like to have sinks to keep the factories running. The saddest moment of a mod-free play through is when you finally finish all the research objectives, because pumping o...
by ske
Fri Oct 30, 2015 6:56 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 34536

Re: Friday Facts #110 - Tech art finished

Those technology icons look great!

One day the whole game will look that polished.
by ske
Tue Oct 20, 2015 3:26 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 42443

Re: Friday Facts #108 - Unexpected Features

It is gcc/vs we use strict for floats. We use both double precision and precision, it depends on usage. Thanks for the info :D One thing that might be peripherally relevant for factorio are denormalized floats. As far as I see, denormalized numbers are enabled when using strict float handling. In t...
by ske
Tue Oct 20, 2015 2:30 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 42443

Re: Friday Facts #108 - Unexpected Features

We use fixed point for few things in the game, but for many things it would be very impractical. If I may ask: Are you only using single precision? Which compiler do you use? (Assuming gcc would be most likely, but llvm on osx and vc on windows could be possible.) And which compiler flags do you us...
by ske
Mon Oct 19, 2015 11:23 am
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 42443

Re: Friday Facts #108 - Unexpected Features

It's very well defined in the operator priority rules actually (left to right). Any optimization that would use floating point associativity is typically opt-in with a -fastmath flag to the compiler. In this case I stand corrected. What I remember though is that excess precision may still be an iss...
by ske
Sun Oct 18, 2015 12:32 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 42443

Re: Friday Facts #108 - Unexpected Features

.... Mine is, that floats are really practical, if you want to measure something and keep the relative precision small. .... Integers can be used to COUNT stuff, not to measure. Deep down floats are two integers (mantissa and exponent). That is not the problem. The problem arises due to strange beh...
by ske
Sat Oct 17, 2015 12:49 pm
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 42443

Re: Friday Facts #108 - Unexpected Features

Shouldn't the "smoke" from the engines actually be white water vapor? Instead, the boilers should produce grey-black smoke depending on what (and how clean) they are burning stuff. I didn't expect the smoke from the furnace to go "poofpoof", instead I'd expect something like blac...

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